There are three groups of enemies in the first courtyard, a central group inside the main gate, and one each at the Eastern and Western gates. Try to take them on one at a time.

Taking one or the other of the Eastern or Western gate lets you into the main courtyard, but you should defeat the mobs at both gates, so you will not encounter them later, when returning from a defeat, or going to fight an encounter. The second gate will open after you take the central gate and defeat the resulting counterattacks in Objective 3.

If you take both the Eastern and Western gates, you will only get one encounter. You may never encounter Krampum if you always take both gates.

Watch out for the falling catapult rocks in the upper and lower main courtyard. They hurt, so don't stand in the center of the orange targeting circle. The ramp is a safe zone, and near the edges where the encounter mobs appear. The rocks can be used to take out or soften up enemy combatants, including the encounter mobs.

If you are patient, the mobs in the main courtyard may wonder far enough apart that you can fight some of them in the lower area and some in the upper area.

After you take the central gate (Objective 3), there will be two counter attacks, one from uphill, and one from below.

After you take the catapults (Objective 5), there will be one counter attack (in solo mode). Some of the mobs may race toward the path down to the main courtyard. You might be able to split the fight if they get too far from their buddies who rush into the area around the destroyed catapults.

In a solo skirmish, you are supposed to be able to ignore the goblin-scouts. The rangers outside the tent should catch any escaping goblin-scouts. However, one might escape between the time you kill Graug and when you capture the final control point banner, causing the instance to fail. I try to capture the flag as quick as I can. After you capture the control point, a goblin-scout can escape without causing an instance failure.

"In the late evening hours, a small group of refugees sought refuge in the hidden Ranger-camp of Esteldín. These refugees were followed by a small group of goblin-scouts that quickly fled to Dol Dínen to bring word to their chief, Graug. Siniath the Ranger has asked you to seek out Graug and defeat him before he can spread word of the Esteldín's location. As you arrive near Dol Dínen, the first rays of false dawn can be seen overhead."

Background

Late in the night, a party of goblin-scouts discovered the location of the Ranger-refuge known as Esteldín. The goblins have fled to Dol Dínen, where you must dispatch them before they can bring reinforcements.